#ifndef __R_UTIL_H #define __R_UTIL_H #include "r_state.h" #include "vectors.h" class FSerializer; // // Stuff from r_main.h that's needed outside the rendering code. // Number of diminishing brightness levels. // There a 0-31, i.e. 32 LUT in the COLORMAP lump. #define NUMCOLORMAPS 32 extern DCanvas *RenderTarget; extern DVector3 ViewPos; extern DVector3 ViewActorPos; extern DAngle ViewAngle; extern DAngle ViewPitch; extern DAngle ViewRoll; extern DVector3 ViewPath[2]; extern "C" int centerx, centerxwide; extern "C" int centery; extern int setblocks; extern double ViewTanCos; extern double ViewTanSin; extern double FocalTangent; extern bool r_NoInterpolate; extern int validcount; extern angle_t LocalViewAngle; // [RH] Added to consoleplayer's angle extern int LocalViewPitch; // [RH] Used directly instead of consoleplayer's pitch extern bool LocalKeyboardTurner; // [RH] The local player used the keyboard to turn, so interpolate extern float WidescreenRatio; extern double r_TicFracF; extern DWORD r_FrameTime; extern int extralight; extern unsigned int R_OldBlend; const double r_Yaspect = 200.0; // Why did I make this a variable? It's never set anywhere. extern bool r_showviewer; //========================================================================== // // R_PointOnSide // // Traverse BSP (sub) tree, check point against partition plane. // Returns side 0 (front/on) or 1 (back). // // [RH] inlined, stripped down, and made more precise // //========================================================================== inline int R_PointOnSide (fixed_t x, fixed_t y, const node_t *node) { return DMulScale32 (y-node->y, node->dx, node->x-x, node->dy) > 0; } inline int R_PointOnSide(double x, double y, const node_t *node) { return DMulScale32(FLOAT2FIXED(y) - node->y, node->dx, node->x - FLOAT2FIXED(x), node->dy) > 0; } inline int R_PointOnSide(const DVector2 &pos, const node_t *node) { return DMulScale32(FLOAT2FIXED(pos.Y) - node->y, node->dx, node->x - FLOAT2FIXED(pos.X), node->dy) > 0; } // Used for interpolation waypoints. struct DVector3a { DVector3 pos; DAngle angle; }; subsector_t *R_PointInSubsector (fixed_t x, fixed_t y); inline subsector_t *R_PointInSubsector(const DVector2 &pos) { return R_PointInSubsector(FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y)); } void R_ResetViewInterpolation (); void R_RebuildViewInterpolation(player_t *player); bool R_GetViewInterpolationStatus(); void R_ClearInterpolationPath(); void R_AddInterpolationPoint(const DVector3a &vec); void R_SetViewSize (int blocks); void R_SetFOV (DAngle fov); void R_SetupFrame (AActor * camera); void R_SetViewAngle (); // Called by startup code. void R_Init (void); void R_ExecuteSetViewSize (void); // Called by M_Responder. void R_SetViewSize (int blocks); void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas = false); extern void R_FreePastViewers (); extern void R_ClearPastViewer (AActor *actor); // This list keeps track of the cameras that draw into canvas textures. struct FCanvasTextureInfo { FCanvasTextureInfo *Next; TObjPtr Viewpoint; FCanvasTexture *Texture; FTextureID PicNum; int FOV; static void Add (AActor *viewpoint, FTextureID picnum, int fov); static void UpdateAll (); static void EmptyList (); static void Serialize(FSerializer &arc); static void Mark(); private: static FCanvasTextureInfo *List; }; #endif